Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Every time I add a new mod, ID resolver reassigns all my Buildcraft ID's. How can I make the already assigned ID's permanent?
All of my trees are now mining drills.
It shouldn't unless you are deleting the config each time you add a mod. In any case, set Buildcraft's priority to higher than 0, it fixes it's issue with the Oil IDs as well.
Only happens when I put mod into coremod, as soon as i remove it error goes away
Has nothing to do with ID resolver. See what mod it is you have that's editing alq besides forge: Checking here, alq.l isn't even called by alq.a, or vise versa, so something else is causing the issue. (Indeed, looking at if if either called each other it's easy to see why it would stack overflow)
Could u add some sort of save functionality where it prints the ids to the configs permanently as I want to run a server using the same mods as my ssp and want to get the exact same ids without spending hours typing it in to those configs. Either that or could u make it work on a SMP server just code wise so u could take the id resolver configs/files from your .minecraft and add them to your server?
Does this work on servers? I have an server and i want all the mods i have for my client, but when is start it everything works correctly, but the server just crashes because of an id error. This is supposed to solve it, but its not...why?
Just curious, what would happen if I used ID resolver with a mod that overwrites vanilla blocks?
Like Ender Storage? I think it would treat the new block like a new block.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
I put the 1.4.2 version of this mod in the coremod folder and it blackscreens on me. I know I'm using the right forge, and I have GUI, so I don't really know what's happening. Do i have to instal this mod BEFORE I put my other mods in?
I put the 1.4.2 version of this mod in the coremod folder and it blackscreens on me. I know I'm using the right forge, and I have GUI, so I don't really know what's happening. Do i have to instal this mod BEFORE I put my other mods in?
No.
Try posting your somethingorother.log in .minecraft.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
That's the other problem. I used MinecraftError and when it blackscreens it doesnt record a report at all. it freezes at asdf in the report thing and I let my computer sit for an hour and a half while I went to culvers and still nothing came up.Here's the report I got when I closed minecraft however: http://pastebin.com/rx0AdfEU
Okay well I was trying to put GUI in the mods folder, so I tried putting it directly into my .jar and it seemed to have worked. I will run a few more tests on some stuff and see if anything else bad happens, but thanks though!
Could u add some sort of save functionality where it prints the ids to the configs permanently as I want to run a server using the same mods as my ssp and want to get the exact same ids without spending hours typing it in to those configs. Either that or could u make it work on a SMP server just code wise so u could take the id resolver configs/files from your .minecraft and add them to your server?
You can use Export ID Mapping to make it export them sorted by mod, but unfortunately it'd be impossible for ID Resolver to edit each mod's config automatically. And I don't want to make a server version of ID Resolver until there's a safe way to reassign IDs safely.
Does this work on servers? I have an server and i want all the mods i have for my client, but when is start it everything works correctly, but the server just crashes because of an id error. This is supposed to solve it, but its not...why?
Just curious, what would happen if I used ID resolver with a mod that overwrites vanilla blocks?
I know with items it should allow the replacement automatically, with blocks I believe the same should be true since they have to null out the block anyways first.
Hoorah! Was racking my brain to remember what it was I was using to be able to moosh so many mods in Minercraft. Grateful to you ShaRose for continuing to still keep this one going.
Took me a while to discover what was crashing it and I think Millenair is not working with the mod. I get this:
initialized->Initialized
Millenaire [Millénaire] (millenaire3.2.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_IDResolver [mod_IDResolver] (IDResolver_1.4.2_COREMOD_Update-0.jar) Unloaded->Constructed->Pre-initialized->Initialized
- LWJGL: 2.4.2
- OpenGL: AMD 760G GL version 3.2.9756 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.NullPointerException
at org.millenaire.common.forge.Mill.load(Mill.java:534)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e0f96712 ----------
- Vec3 Pool Size: ~ERROR~ NullPointerException: null <---- Is this the problem?
I have no idea what this means. Can you please help me If you know what this means?
I have been using this mod for a while with tons of 1.4.2 mods as well as the multimc instance of the FTB modpack beta, when if was first up. i have the newest release of that modpack and now it seems to not like nei and tries to load a world then dies... if i remove gui and block id resolver it works fine... might want to see whats up with it (could be just the mod pack and the forge they are using or something, but its annoying not being able to play with them installed).
Cannot reproduce.
All of my trees are now mining drills.
It shouldn't unless you are deleting the config each time you add a mod. In any case, set Buildcraft's priority to higher than 0, it fixes it's issue with the Oil IDs as well.
Has nothing to do with ID resolver. See what mod it is you have that's editing alq besides forge: Checking here, alq.l isn't even called by alq.a, or vise versa, so something else is causing the issue. (Indeed, looking at if if either called each other it's easy to see why it would stack overflow)
[Placeholder]
Like Ender Storage? I think it would treat the new block like a new block.
don't click this link...
No.
Try posting your somethingorother.log in .minecraft.
http://pastebin.com/rx0AdfEU
You can use Export ID Mapping to make it export them sorted by mod, but unfortunately it'd be impossible for ID Resolver to edit each mod's config automatically. And I don't want to make a server version of ID Resolver until there's a safe way to reassign IDs safely.
No, this doesn't work on servers.
I know with items it should allow the replacement automatically, with blocks I believe the same should be true since they have to null out the block anyways first.
is not working, its not fixing my ids and is not effecting the IDs.
initialized->Initialized
Millenaire [Millénaire] (millenaire3.2.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_IDResolver [mod_IDResolver] (IDResolver_1.4.2_COREMOD_Update-0.jar) Unloaded->Constructed->Pre-initialized->Initialized
- LWJGL: 2.4.2
- OpenGL: AMD 760G GL version 3.2.9756 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.NullPointerException
at org.millenaire.common.forge.Mill.load(Mill.java:534)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e0f96712 ----------
- Vec3 Pool Size: ~ERROR~ NullPointerException: null <---- Is this the problem?
I have no idea what this means. Can you please help me If you know what this means?
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